Two new game modes: Capture the Flag (I like the way krunker.io implemented it), and Duels. Duels would have 1v1 and maybe 2v2 duels where you start with all three upgrades.
If we're adding new game modes, maybe we should remove one, and I'd say DOM; TDM fort battles are one of the best parts of the game, whereas DOM is just small-scale running skirmishes, like FFA except only half of the people are trying to kill you.
Improve upgrades. For example, Camo, Thermal, and maybe Accuracy should be merged.
No recoil is almost useless - its only use might be to make a kevdash LMG slightly faster? LOL.
Maybe Kevlar should be nerfed a bit so it's not an essential part of almost all the best builds.
We've had lots of discussion in here on ways the upgrades could be improved. Some ideas have been rubbish, others have been good.
​
New weapons. The current ones are good and nicely balanced; everything is strong against at least one other gun and weak against at least one other gun, but with the right strategy and some skill you can often win even if at a disadvantage. Any new guns need to fit into that pattern, and some of the suggested guns have been too OP, too weak, or too stupid. But anything that isn't dumb and is strong against some guns and weak against others would be a good addition.
Minor tweaks. For example, it would be nice to be able to pick up a landmine that you placed if you don't like its location.
There were no netcode changes in the clans update and I have monitors that constantly check the servers' connection quality. Connection performance has been identical to before the update.
That drifting effect will happen when the client goes too long without receiving a packet from the server. If it was a server issue, every single player on the server would drift at the same time, which I can confirm is not happening.
Sounds like your connection is prone to latency spikes and possibly high packet loss. Run a speed test here and report the results.
Very nice write up! It's evident that you put a great deal of work into this, and I think it certainly payed off. I did a few searches on my own out of curiosity. Apparently at its peak, Agar.io had 200 million monthly active users. Given gats.io's exponentially smaller scale, 300,000 users over the course of all time certainly seems within a reasonable ballpark.
Perhaps the only part that I would amend is the statistic that 80% of active players are in a clan. From mere anecdotal observations (and I'm certainly a source with biases), it has seemed to me that the percentage of registered players not in clans may potentially be somewhat greater. This could be due to the (incredibly aggravating) login bug that affects clan players far more heavily, thus encouraging some users to remain out of clans to avoid its worst effects. Of course, this is only a minor detail.
But by the overwhelming majority of its constituents this undertaking of yours is quite undeniably decisive, indelible, and Absol-lutely A-1. And a very good read. Thanks!